Summer Triangle (wit pending)

I like to play around with the surprising or unusual, bordering on gimmick, so keep that in mind.

Nevertheless:
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Vega (Yuniran) (M) @ Focus Sash Trait: Magic Guard
(Level 1)
EVs:
Quiet Nature (+SAtk, -Spd)
- Reflect
- Light Screen
- Endeavor
- Trick Room


Yes, I know. Feel free to laugh.

It's a FEAR Lead. But unlike any other other FEAR user, this guy gets Trick Room, and other tools to play around with. Trick Room is set up on the first turn, and with a whopping mach speed of 4 (omg), it can weaken the enemy with Endeavor on the second. In scenario the opponent doesn't hit it, it has screens to set up. In the case of Taunt leads, Endeavor still packs a punch

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Deneb (Rankurusu) (M) @ Life Orb Trait: Magic Guard
EVs: 100 HP / 252 SAtk / 156 SDef
Modest Nature (+SAtk, -Atk)
- Trick Room
- Psychic
- Focus Blast
- Hidden Power [Fire]


TR Sweeper. Psychic may lack coverage but it hits hard on neutral foes. Focus Miss is self-explanatory. Hidden Power Fire hits Psychic Steels, and other steels where Focus Miss isn't appreciated - especially Bug/Steels and Nattorei like to switch in on Ranculus, and providing TR is up, it's a free kill.

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Altair (Daburan) (M) @ Evolution Stone
Trait: Magic Guard
EVs: 176 HP / 84 Def / 248 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Shadow Ball
- Hidden Power [Fire]


This is basically Ranculus again, but lacking Focus Blast it instead gets Psychic and Ghost coverage, and a bit more bulk to set up TR. Essentially a Double Dragon concept, which may be worthy of criticism here.

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Aquila (Breloom) (M) @ Focus Sash
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Swords Dance
- Bullet Seed
- Spore


Standard. This guy has so much utility with Sleep, Priority and Breaking the three S's. Focus Sash gives it lots more mileage, especially with Mach Punch.
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Lyra (Sableye) (M) @ Brick Mail
Trait: Mischievous Heart
EVs: 255 HP / 255 Def
Bold Nature (+Def, -Atk)
- Swagger
- Trickery
- Substitute
- Sunny Day


An experiment of sorts, but it can be disruptive. Swagger + Trickery are risky but effective combinations, and Trickery makes up for Sableye's lack of offense on unboosted foes. Substitute gives it some ample protection and with confusehax can really get in the way of things. Sunny Day is for changing weather, and my team generally enjoys sunlight.

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Cygnus (Clefable) (M) @ Leftovers
Trait: Unaware
EVs: 252 HP / 136 Def / 40 SDef / 80 Spd
Bold Nature (+Def, -Atk)
- Flamethrower
- Cosmic Power
- Toxic
- Moonlight


Unware, besides being a superb ability normally, is a failsafe of sorts in the event Swagger's gone a bit wrong. Sunny Day does wonders, providing a boosted Flamethrower for Steels not-named-Heatran and 75% Moonlight recovery. Moonlight's there because Wish just isn't ideal in most cases. Cosmic Power gives it longevity, moreso against people trying to set up on what they assume is Magic Guard, and Toxic is self-explanatory.

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Overall the team has an almost coincidental synergy. None of its members are particularly fast so Trick Room is lovely, Sunny Day provides boons to HP Fire and Clefable, and Unaware Clefable is a counter against most game-ending strategies.

Feel free to tear it apart.
 
Man, this gengduck guy really knows how to rate, huh. This team has so many problems I don't even know where to begin, it's torn apart by weather, hyper offense primarily. It may have some success against balanced and will probably see the most utility against stall due to your retarded amount of magic guard users.

I don't see the FEAR lead working because opposing leads, even ones not packing taunt will get endeavoured, then what? You have no finishing move, they can get away scott free with their set up.
 
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